|Current Status||Concept / Business Plan|
|Funding Required||RM300,000 or less|
|Description||MM-eSports is planned to be a Gaming Arena equipped with gaming PCs and Consoles.Gaming is one of the growing industry in the business at this time.eSports players and gamers earning thousands and millions by gaming.Therefore,MM-eSports would like to indulge in the eSports business.
|Business Opportunity||1: There were 58 million of the so-called “eSports-enthusiasts” in 2012. In 2014 this number rose to 89 million. In 2017 145 million eSports-enthusiasts are expected worldwide.
2: 40% of all eSports-fans who are watching competitive eSports via IPTV or similar livestream services are not active players themselves. This is an indicator that eSports is developing into a so-called “spectator sport”.
3: 205 million viewers are watching eSports worldwide.
4: 13 million eSports-enthusiasts are participating in leagues and tournaments on amateur- or professional levels and are following championships or similar competitions on a regular basis.
5: 19 million eSports-enthusiasts are watching eSports, some of those are taking part in leagues and tournaments.
6: 56 million viewers are watching eSports on a regular basis.
7: 117 million viewers are watching eSports occasionally.
8: Estimates show that the eSports-market can increase its total revenue by 100%.
9: In 2012, eSports generated a revenue of $130 million. 2014, revenues increased to $194 million, in 2017 $465 million are expected in sales.
10: Considering the rapid development of eSports compared to traditional sports, annual sales within the next few years could exceed the magical mark of 1 billion USD.
11: There are 2.2 billion viewers who have a (high) interest in sports. At the same time, there are 2.1 billion gamers worldwide.
12: There are almost as many eSports-enthusiasts (89 million) as ice-hockey fans (94 million).
13: In 2017, 145 million eSports-enthusiasts are expected worldwide, which will soon rival viewers of American football (151 million).
14: In 2014, $2 were generated per eSports-fan. If compared to American football or ice-hockey (20 USD per fan). The sky is the limit!
15: eSports-enthusiasts in the US are a valuable target audience for large brands and digital media companies. Compared to the total population, eSports-enthusiasts and casual viewers have larger income, full-time jobs and consume more often. eSports-enthusiasts are more susceptible to subscribe to a Netflix or Spotify account. 29% have a budget of 100+ USD for their headset, 53% have a full-time job, 41% own an iPad and 30% have a larger income/are wealthy.
|Revenue / Business Model||-Registration Fees of participants (gaming tournaments)
-Audience tickets (gaming tournaments)
-Charge per hour (cyber cafe)
|Management Team||-Freelancer designers to design flyers,banners,posters,
-Social Media Managers
-Tournament Organizing Team (gamers)
|Company Background||MM ESPORTS (JM0761677-M)
Company haven’t organize any tournament yet due to financial problems.
Owner is an author of http://gamermalaya.my/en/
|Funding Milestone||RM 300,000
|% Equity Allocation||Will be decided after a meeting with investors|
|Expected ROI||-Investors will be receiving minimum of 10% dividend per annum from their capital investment.-MM-eSports will be giving free entry tickets for the investors to enjoy the esports tournaments.- Investing period for the investors are set at 3 years, after the period it is up to MM-eSports’ prerogative to continue the dividend payout or pay the full capital to the investors.|
|Risks and Mitigation||Directly contact the owner for any enquiries on this.|
|Exit Strategies||Sell all the available gaming PCs,consoles,sofas,tables,
|Business Address||No.2,Jalan Hang Tuah 6/2,Taman Muhibbah,86000 Kluang,Johor|
|Contact Person||Mukesh Maran|